﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Identify
{
    public ulong objectID;
}

public class BodyScale
{
    public int level;
    public float scale()
    {
        float scale = 0;
        switch (level)
        {
            case 0:
                scale = 1f;
                break;
            case 1:
                scale = 1f;
                break;
            case 2:
                scale = 1.2f;
                break;
            case 3:
                scale = 1.4f;
                break;
            case 4:
                scale = 1.6f;
                break;
            case 5:
                scale = 1.8f;
                break;
            case 6:
                scale = 2f;
                break;
            default:
                scale = 2f;
                break;
        }
        return scale;
    }
}

public class ColliderBody
{
    public int radius;  //半径
}

//位置
public class Position
{
    public Vector3 pos;
    public int rotaion; //绕y轴旋转角度

    public void update()
    {
        while (rotaion < 0)
        {
            rotaion += 360;
        }
        rotaion = rotaion % 360;
    }
}

public class Movement
{
    public int lineSpeed;   //线速度 每帧走多少厘米
}

public class PushMe
{
    public int rotaion;
    public int[] lineSpeed;
    public int index;

    public bool IsPush()
    {
        return lineSpeed != null && index < lineSpeed.Length;
    }
}

public class TargetRotationMovement
{
    public int rotaionSpeed;  //角速度 每帧走多少角度
    public int wantRotaion;  //角速度 每帧走多少角度
    public bool right;
    public bool turn;

    public void update()
    {
        while (wantRotaion < 0)
        {
            wantRotaion += 360;
        }
        wantRotaion = wantRotaion % 360;
    }
}

public class RotationMovement
{
    public int rotaionSpeed;  //角速度 每帧走多少角度
    public bool right;
    public bool turn;
}

public class Render
{
    public GameObject gameObject;
}

public class Commands
{
    public Commands(int n)
    {
        cmds = new Queue<BumperCommand>(n);
    }
    public Queue<BumperCommand> cmds;
}